Cleanup Twinrova boss sprite
This commit is contained in:
@@ -81,9 +81,7 @@ Sprite_Twinrova_Prep:
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PHB : PHK : PLB
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STZ $0D80, X
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LDA.b #$40 : STA $0E50, X ; Health
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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%SetSpriteSpeedX(15)
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@@ -92,12 +90,16 @@ Sprite_Twinrova_Prep:
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LDA #$10 : STA $08
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LDA #$10 : STA $09
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; TODO: Setup the follower logic with a hook
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; rather than dismissing the follower here.
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LDA #$00 : STA $7EF3CC
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PLB
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RTL
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}
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; =========================================================
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!AnimSpeed = 8
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macro Twinrova_Front()
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@@ -131,6 +133,8 @@ endmacro
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; =========================================================
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; Phase 0: Blind Maiden turns into Twinrova.
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; Initially should be invisible, then
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; transfer in Twinrova gfx and run dialogue.
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;
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; Phase 1: Twinrova is one entity, moving around the room
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; and shooting fire and ice attacks at Link.
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@@ -157,348 +161,318 @@ Sprite_Twinrova_Main:
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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; 0x00
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Twinrova_Init:
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{
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; %Twinrova_Front()
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JSR ApplyTwinrovaGraphics
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%GotoAction(01)
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RTS
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; %Twinrova_Front()
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JSR ApplyTwinrovaGraphics
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%GotoAction(01)
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RTS
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}
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; 0x01
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Twinrova_MoveState:
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{
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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; ---------------------------------------------
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.phase_1
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LDA $0DA0 : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(7) ; Goto Twinrova_Hurt
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RTS
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.not_flashing
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC
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%GotoAction(4) ; Prepare Attack
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; ---------------------------------------------
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.phase_1
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LDA $0DA0 : BEQ .not_flashing
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LDA.b #$20 : STA.w SprTimerD, X
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%GotoAction(7) ; Goto Twinrova_Hurt
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RTS
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+
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.not_flashing
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JSL GetRandomInt : AND.b #$3F : BNE ++
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LDA.b #$20 : STA.w SprTimerD, X
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LDA #$01 : STA $AC
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%GotoAction(4) ; Prepare Attack
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JSL GetRandomInt : AND.b #$3F : BNE +
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC
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%GotoAction(4) ; Prepare Attack
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RTS
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+
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JSL GetRandomInt : AND.b #$3F : BNE ++
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LDA.b #$20 : STA.w SprTimerD, X
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LDA #$01 : STA $AC
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%GotoAction(4) ; Prepare Attack
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RTS
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++
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2)
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RTS
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.MoveBackwards
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%GotoAction(3)
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RTS
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++
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JSL Sprite_IsBelowPlayer ; Check if sprite is below player
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TYA : BNE .MoveBackwards ; If 1,
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%GotoAction(2)
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RTS
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.MoveBackwards
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%GotoAction(3)
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RTS
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}
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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Twinrova_MoveForwards:
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{
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%Twinrova_Front()
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%Twinrova_Front()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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%GotoAction(1)
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RTS
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%GotoAction(1)
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RTS
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}
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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{
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%Twinrova_Back()
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%Twinrova_Back()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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%GotoAction(1)
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RTS
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%GotoAction(1)
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RTS
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}
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; 0x04
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Twinrova_PrepareAttack:
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{
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%StartOnFrame(7)
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%Twinrova_Attack()
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%StartOnFrame(7)
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%Twinrova_Attack()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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.fire
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%GotoAction(5)
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+
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RTS
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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.fire
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%GotoAction(5)
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+
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RTS
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}
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; 0x05
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Twinrova_FireAttack:
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{
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%StartOnFrame(4)
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%Twinrova_Ready()
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%StartOnFrame(4)
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%Twinrova_Ready()
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JSR Sprite_Twinrova_FireAttack
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JSR Sprite_Twinrova_FireAttack
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x06
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Twinrova_IceAttack:
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{
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%StartOnFrame(4)
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%Twinrova_Ready()
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%StartOnFrame(4)
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%Twinrova_Ready()
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JSR Sprite_Twinrova_IceAttack
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JSR Sprite_Twinrova_IceAttack
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x07
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Twinrova_Hurt:
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{
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%StartOnFrame(10)
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%Twinrova_Hurt()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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%StartOnFrame(10)
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%Twinrova_Hurt()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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JSL Sprite_DamageFlash_Long
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LDA.w SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x08
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Twinrova_KoumeMode:
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{
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%StartOnFrame(8)
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%Show_Koume()
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%StartOnFrame(8)
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%Show_Koume()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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LDA SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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LDA SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x09
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Twinrova_KotakeMode:
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{
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%StartOnFrame(9)
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%Show_Kotake()
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%StartOnFrame(9)
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%Show_Kotake()
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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PHX
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_DamageFlash_Long
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JSL Sprite_BounceTowardPlayer
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LDA SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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LDA SprTimerD, X : BNE +
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%GotoAction(1)
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+
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RTS
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}
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; 0x0A
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Twinrova_Dead:
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{
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%StartOnFrame(10)
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%Twinrova_Hurt()
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RTS
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%StartOnFrame(10)
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%Twinrova_Hurt()
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RTS
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}
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}
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; =========================================================
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Untitled_Garnish:
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; Reused function from TrinexxBreath.
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TrinexxBreath_AltEntry:
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{
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LDA $1A : AND.b #$03 : BNE .no_shake
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JSL Sprite_IsToRightOfPlayer
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LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
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CLC : ADC.w $8000, Y : STA $0D50, X
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LDA $1A : AND.b #$03 : BNE .no_shake
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JSL Sprite_IsToRightOfPlayer
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LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
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CLC : ADC.w $8000, Y : STA $0D50, X
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.no_shake:
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.no_shake
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JSL Sprite_CheckTileCollision : BEQ .exit
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JSL Sprite_BounceTowardPlayer
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JSL Sprite_CheckTileCollision : BEQ .exit
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JSL Sprite_BounceTowardPlayer
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.exit
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RTS
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.exit
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RTS
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.x_speed_targets
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db 8, -16
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.x_speed_targets
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db 8, -16
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}
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Sprite_Twinrova_FireAttack:
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{
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR Sprite_Twinrova_FireAttack_AddFireGarnish
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JMP Untitled_Garnish
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.AddFireGarnish
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D
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; *$EBDE8 ALTERNATE ENTRY POINT
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PHX : TXY
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TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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LDA $0D10, Y : STA $7FF83C, X
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LDA $0D30, Y : STA $7FF878, X
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LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X
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STX $00
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PLX
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.return
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RTS
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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.no_collision
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JSR Sprite_Twinrova_FireAttack_AddFireGarnish
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JMP TrinexxBreath_AltEntry
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}
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; $1DBDD6 - TrinexxFire_AddFireGarnish
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AddFireGarnish:
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{
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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LDA.b #$2A : JSL Sound_SetSfx2PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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.next_slot
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LDA $7FF800, X : BEQ .free_slot
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DEX : BPL .next_slot
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DEC $0FF8 : BPL .use_search_index
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LDA $00 : STA $0FF8
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.use_search_index
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LDX $0FF8
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.free_slot
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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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LDA SprX, Y : STA $7FF83C, X
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LDA SprXH, Y : STA $7FF878, X
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LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X
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STX $00
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PLX
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.return
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RTS
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}
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; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
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AddIceGarnishV2:
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{
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
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LDA.b #$1D
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INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
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LDA.b #$14 : JSL Sound_SetSfx3PanLong
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LDA.b #$1D : PHX : TXY : TAX : STA $00
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; *$EBDE8 ALTERNATE ENTRY POINT
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.next_slot
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
DEX : BPL .next_slot
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
.use_search_index
|
||||
LDX $0FF8
|
||||
|
||||
.next_slot
|
||||
.free_slot
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA SprX, Y : STA $7FF83C, X
|
||||
LDA SprXH, Y : STA $7FF878, X
|
||||
LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X : STX $00
|
||||
|
||||
PLX
|
||||
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
RTS
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddIceGarnishV2
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -539,20 +513,15 @@ org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
@@ -569,164 +538,164 @@ pullpc
|
||||
|
||||
Sprite_Twinrova_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
; Store Palette thing
|
||||
LDA $0DA0, X : STA $08
|
||||
; Store Palette thing
|
||||
LDA $0DA0, X : STA $08
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
|
||||
; Set palette flash modifier
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
; Set palette flash modifier
|
||||
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
SEP #$20 ;set A back to 8bit but not X and Y
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
SEP #$20 ;set A back to 8bit but not X and Y
|
||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
SEP #$30
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTS
|
||||
|
||||
|
||||
; =========================================================
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
PHX
|
||||
|
||||
REP #$20 ; A = 16, XY = 8
|
||||
LDX #$80 : STX $2100 ;turn the screen off (required)
|
||||
REP #$20 ; A = 16, XY = 8
|
||||
LDX #$80 : STX $2100 ; turn the screen off (required)
|
||||
|
||||
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
||||
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
||||
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
||||
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
||||
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
||||
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
||||
LDX #$01 : STX $420B ; Do the DMA
|
||||
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
||||
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
||||
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
||||
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
||||
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
||||
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
||||
LDX #$01 : STX $420B ; Do the DMA
|
||||
|
||||
LDX #$0F : STX $2100 ;turn the screen back on
|
||||
LDX #$0F : STX $2100 ;turn the screen back on
|
||||
|
||||
SEP #$30
|
||||
SEP #$30
|
||||
|
||||
PLX
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTS
|
||||
|
||||
TwinrovaGraphics:
|
||||
incbin twinrova.bin
|
||||
incbin twinrova.bin
|
||||
}
|
||||
Reference in New Issue
Block a user